/*
 * Copyright (C) 2011-2016 Project SkyFire <http://www.projectskyfire.org/>
 * Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2016 MaNGOS <http://getmangos.com/>
 * Copyright (C) 2006-2014 ScriptDev2 <https://github.com/scriptdev2/scriptdev2/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 3 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
SDName: boss_kri, boss_yauj, boss_vem : The Bug Trio
SD%Complete: 100
SDComment:
SDCategory: Temple of Ahn'Qiraj
EndScriptData */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "temple_of_ahnqiraj.h"

enum Spells
{
    SPELL_CLEAVE       = 26350,
    SPELL_TOXIC_VOLLEY = 25812,
    SPELL_POISON_CLOUD = 38718, //Only Spell with right dmg.
    SPELL_ENRAGE       = 34624, //Changed cause 25790 is casted on gamers too. Same prob with old explosion of twin emperors.

    SPELL_CHARGE       = 26561,
    SPELL_KNOCKBACK    = 26027,

    SPELL_HEAL         = 25807,
    SPELL_FEAR         = 19408
};

class boss_kri : public CreatureScript
{
    public:
        boss_kri() : CreatureScript("boss_kri") { }
    
        CreatureAI* GetAI(Creature* creature) const override
        {
            return new boss_kriAI(creature);
        }
    
        struct boss_kriAI : public ScriptedAI
        {
            boss_kriAI(Creature* creature) : ScriptedAI(creature)
            {
                instance = creature->GetInstanceScript();
            }
    
            InstanceScript* instance;
    
            uint32 Cleave_Timer;
            uint32 ToxicVolley_Timer;
            uint32 Check_Timer;
    
            bool VemDead;
            bool Death;
    
            void Reset() override
            {
                Cleave_Timer = urand(4000, 8000);
                ToxicVolley_Timer = urand(6000, 12000);
                Check_Timer = 2000;
    
                VemDead = false;
                Death = false;
            }
    
            void EnterCombat(Unit* /*who*/) override
            {
            }
    
            void JustDied(Unit* /*killer*/) override
            {
                if (instance)
                {
                    if (instance->GetData(DATA_BUG_TRIO_DEATH) < 2)
                                                                    // Unlootable if death
                        me->RemoveFlag(OBJECT_FIELD_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
    
                    instance->SetData(DATA_BUG_TRIO_DEATH, 1);
                }
            }
            void UpdateAI(uint32 diff) override
            {
                //Return since we have no target
                if (!UpdateVictim())
                    return;
    
                //Cleave_Timer
                if (Cleave_Timer <= diff)
                {
                    DoCastVictim(SPELL_CLEAVE);
                    Cleave_Timer = urand(5000, 12000);
                } else Cleave_Timer -= diff;
    
                //ToxicVolley_Timer
                if (ToxicVolley_Timer <= diff)
                {
                    DoCastVictim(SPELL_TOXIC_VOLLEY);
                    ToxicVolley_Timer = urand(10000, 15000);
                } else ToxicVolley_Timer -= diff;
    
                if (!HealthAbovePct(5) && !Death)
                {
                    DoCastVictim(SPELL_POISON_CLOUD);
                    Death = true;
                }
    
                if (!VemDead)
                {
                    //Checking if Vem is dead. If yes we will enrage.
                    if (Check_Timer <= diff)
                    {
                        if (instance && instance->GetData(DATA_VEMISDEAD))
                        {
                            DoCast(me, SPELL_ENRAGE);
                            VemDead = true;
                        }
                        Check_Timer = 2000;
                    } else Check_Timer -=diff;
                }
    
                DoMeleeAttackIfReady();
            }
        };   
};

class boss_vem : public CreatureScript
{
    public:
        boss_vem() : CreatureScript("boss_vem") { }
    
        CreatureAI* GetAI(Creature* creature) const override
        {
            return new boss_vemAI(creature);
        }
    
        struct boss_vemAI : public ScriptedAI
        {
            boss_vemAI(Creature* creature) : ScriptedAI(creature)
            {
                instance = creature->GetInstanceScript();
            }
    
            InstanceScript* instance;
    
            uint32 Charge_Timer;
            uint32 KnockBack_Timer;
            uint32 Enrage_Timer;
    
            bool Enraged;
    
            void Reset() override
            {
                Charge_Timer = urand(15000, 27000);
                KnockBack_Timer = urand(8000, 20000);
                Enrage_Timer = 120000;
    
                Enraged = false;
            }
    
            void JustDied(Unit* /*killer*/) override
            {
                if (instance)
                {
                    instance->SetData(DATA_VEM_DEATH, 0);
                    if (instance->GetData(DATA_BUG_TRIO_DEATH) < 2)
                                                                    // Unlootable if death
                        me->RemoveFlag(OBJECT_FIELD_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
                    instance->SetData(DATA_BUG_TRIO_DEATH, 1);
                }
            }
    
            void EnterCombat(Unit* /*who*/) override { }
    
            void UpdateAI(uint32 diff) override
            {
                //Return since we have no target
                if (!UpdateVictim())
                    return;
    
                //Charge_Timer
                if (Charge_Timer <= diff)
                {
                    Unit* target = NULL;
                    target = SelectTarget(SELECT_TARGET_RANDOM, 0);
                    if (target)
                    {
                        DoCast(target, SPELL_CHARGE);
                        //me->SendMonsterMove(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), 0, true, 1);
                        AttackStart(target);
                    }
    
                    Charge_Timer = urand(8000, 16000);
                } else Charge_Timer -= diff;
    
                //KnockBack_Timer
                if (KnockBack_Timer <= diff)
                {
                    DoCastVictim(SPELL_KNOCKBACK);
                    if (DoGetThreat(me->GetVictim()))
                        DoModifyThreatPercent(me->GetVictim(), -80);
                    KnockBack_Timer = urand(15000, 25000);
                } else KnockBack_Timer -= diff;
    
                //Enrage_Timer
                if (!Enraged && Enrage_Timer <= diff)
                {
                    DoCast(me, SPELL_ENRAGE);
                    Enraged = true;
                } else Charge_Timer -= diff;
    
                DoMeleeAttackIfReady();
            }
        };  
};

class boss_yauj : public CreatureScript
{
    public:
        boss_yauj() : CreatureScript("boss_yauj") { }
    
        CreatureAI* GetAI(Creature* creature) const override
        {
            return new boss_yaujAI(creature);
        }
    
        struct boss_yaujAI : public ScriptedAI
        {
            boss_yaujAI(Creature* creature) : ScriptedAI(creature)
            {
                instance = creature->GetInstanceScript();
            }
    
            InstanceScript* instance;
    
            uint32 Heal_Timer;
            uint32 Fear_Timer;
            uint32 Check_Timer;
    
            bool VemDead;
    
            void Reset() override
            {
                Heal_Timer = urand(25000, 40000);
                Fear_Timer = urand(12000, 24000);
                Check_Timer = 2000;
    
                VemDead = false;
            }
    
            void JustDied(Unit* /*killer*/) override
            {
                if (instance)
                {
                    if (instance->GetData(DATA_BUG_TRIO_DEATH) < 2)
                                                                    // Unlootable if death
                        me->RemoveFlag(OBJECT_FIELD_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
                    instance->SetData(DATA_BUG_TRIO_DEATH, 1);
                }
    
                for (uint8 i = 0; i < 10; ++i)
                {
                    if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
                    {
                        if (Creature* Summoned = me->SummonCreature(15621, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 90000))
                            Summoned->AI()->AttackStart(target);
                    }
                }
            }
    
            void EnterCombat(Unit* /*who*/) override { }
    
            void UpdateAI(uint32 diff) override
            {
                //Return since we have no target
                if (!UpdateVictim())
                    return;
    
                //Fear_Timer
                if (Fear_Timer <= diff)
                {
                    DoCastVictim(SPELL_FEAR);
                    DoResetThreat();
                    Fear_Timer = 20000;
                } else Fear_Timer -= diff;
    
                //Casting Heal to other twins or herself.
                if (Heal_Timer <= diff)
                {
                    if (instance)
                    {
                        Unit* pKri = Unit::GetUnit(*me, instance->GetData64(DATA_KRI));
                        Unit* pVem = Unit::GetUnit(*me, instance->GetData64(DATA_VEM));
    
                        switch (urand(0, 2))
                        {
                            case 0:
                                if (pKri)
                                    DoCast(pKri, SPELL_HEAL);
                                break;
                            case 1:
                                if (pVem)
                                    DoCast(pVem, SPELL_HEAL);
                                break;
                            case 2:
                                DoCast(me, SPELL_HEAL);
                                break;
                        }
                    }
    
                    Heal_Timer = 15000+rand()%15000;
                } else Heal_Timer -= diff;
    
                //Checking if Vem is dead. If yes we will enrage.
                if (Check_Timer <= diff)
                {
                    if (!VemDead)
                    {
                        if (instance)
                        {
                            if (instance->GetData(DATA_VEMISDEAD))
                            {
                                DoCast(me, SPELL_ENRAGE);
                                VemDead = true;
                            }
                        }
                    }
                    Check_Timer = 2000;
                } else Check_Timer -= diff;
    
                DoMeleeAttackIfReady();
            }
        };
};

void AddSC_bug_trio()
{
    new boss_kri();
    new boss_vem();
    new boss_yauj();
}
